All numbers in this document are hexadecimal unless noted otherwise. If using the "overstuffed" ROM, add 10000 (hex!) to these offsets. 0010-0A0F: Batter and pitcher data ================================== 10 teams, numbered 00 (default California) through 09 (default National) 100 bytes of data per team - team 00 at 0010-010F - team 01 at 0110-020F ... - team 09 at 0910-0A0F 16 players per team, numbered 00-0F: - Starting batters numbered 00-08 - "Bench" batters numbered 09-0B - Starting pitchers numbered 0C-0D - Relief pitchers numbered 0E-0F Formula to find the offset of a player: (team number * 100) + (player number * 10) + 10 Batter data stored in the following format: - 00: player number (00-0B) - 01-06: player name (see "text string conversion" at end of document) - 07: R/L handed (00=R, 01=L) - 08: batting average (actual in decimal * 100d - 150d), to hex - 09: home runs - 0A: contact - 0B-0C: power (2 bytes, high/low bytes reversed) - 0D: speed - 0E-0F: 00 in both locations Pitcher data stored in the following format: - 00: player number (0C-0F) - 01-06: player name (see "text string conversion" at end of document) - 07: left nibble= sinker ability right nibble= R/L handed (00=R, 01=L), +02 for sidearm pitchers - 08: ERA (actual in decimal * 100d - 100d), to hex - 09: sinker speed - 0A: curve speed - 0B: fastball speed - 0C: left nibble= curve ability towards left side of screen right nibble= curve ability towards right side of screen - 0D: stamina - 0E: "Unknown" 1 - 0F: "Unknown" 2 2F37-315C (various bytes): Various text strings =============================================== See "text string conversion" at end of document Note that in the defaults below, "@" represents the copyright symbol. I'm much too lazy to figure out how to type those into my text editor. - 2F37-2F48: default "@ 1987 NAMCO LTD." - 2F4B-2F62: default "TM & @ 1987 ATARI GAMES" - 2F68-2F73: default "licensed by" - 2F76-2F8E: default "Nintendo of America Inc." - 3143-315C: default "10 TEAMS OF TENGEN LEAGUE" 31BB-31D8: Player palette data ============================== 3 bytes of data stored for each team (numbered 00-09) - 31BB-31BD: team 00 - 31BE-31C0: team 01 ... - 31D6-31D8: team 09 First byte: palette color used for helmet, bat, parts of uniform Second byte: palette color used for skin color Third byte: palette color used for most of uniform 32C4-3313: "End of game" newspaper headline team names ====================================================== 8 bytes per team - 32C4-320B: team 00 - 320C-3303: team 01 ... - 330C-3313: team 09 Capital letters, the space, and the period can be used - 40: A - 44: B ... - A4: Z - A8: space - D4: period 9EB8-9ED5: Player palette data ============================== You'll probably want to mirror the data from 31BB-31D8 here. The two palettes are used at different times during gameplay. AED4: Pinch hitter bonus ======================== This number is added to the power of a pinch hitter on their first at bat - AED4: pinch hitter bonus (default 40) B3C2-B3DF (various bytes): generic pitcher batting data ======================================================= - B3C2: batting average (default 00) - B3C8: home runs (default 00) - B3CE: contact (default 40) - B3D4: right byte of power (default 80) - B3DB: left byte of power (default 02) - B3DF: speed (default 78) F779-F7FF (various bytes): "Attract mode" team names ==================================================== See "text string conversion" at end of document - F779-F783: team 00 (default "California") - F786-F78C: team 01 (default "Boston") - F795-F79C: team 02 (default "Detroit") - F79F-F7A8: team 03 (default "Minnesota") - F7B1-F7B8: team 04 (default "Houston") - F7BB-F7C3: team 05 (default "New York") - F7CC-F7D4: team 06 (default "St.Louis") - F7D7-F7E4: team 07 (default "San Francisco") - F7ED-F7F5: team 08 (default "American") - F7F8-F800: team 09 (default "National") Text string conversion ====================== All text strings in the game (except for end-of-game newspaper headline strings) are stored in the following format: - 00-09: "0" - "9" - 0A-23: "A" - "Z" - 24: space - 25: period - 27: copyright symbol - 28-41: "a" - "z" - 5D: ampersand - 5E: quotation mark - 5F: apostrophe This is not a complete list, and as two entirely separate character tile sets are used, some characters are not always available. I really ought to bring up Tile Layer and define those ...